ah lol, guessing it would cost more time and money than its worth to find a crossbow asset pack to use?
markusfour
Recent community posts
currently trying to mess around with the Party.json in save files to see if I can forcibly add two more members to the party, thought I had it done right by just copy pasting the entire block pertaining to a character into the .json. but I run into a bug upon loading the game where instead of six members, the party screen just displays three, all of them usually with 0 HP. Is there something I'm missing here regarding this? The "UniqueID" field I try to work around by adding party members from a different save, is messing with that my issue? Or is adding new party members already associated with quests that haven't yet been implemented?
Edit: figured out what was the issue, in the Party.json I had to erase one of the "", each at the top, middle, and possibly bottom of the "members" bracket to ensure that party members occupied the correct position, but now I've hacked myself a six-member party hehe.
Played for a couple hours, some initial thoughts:
Character customization:
I do appreciate the increased variety in character creation compared to what I saw briefly playing through Endless RPG 1 in all areas. Not the biggest fan of two of the beard styles being called "Fu Manchu" for reasons. If there's something I'd like to ask for that you're willing to implement, would be a few more different shades of skin color, and maybe some more eye color choices.
Combat:
I don't seem to see a way to view hit percentages of attacks on an enemy compared to ER1, personally would like that info back. Guard mechanic is interesting, but haven't played much around with it yet to really have more thoughts on it; does it replace warding from ER1, or is possible to have warding on top of Guard?
Progression:
So it seems like the first major aim in the game as it is is to have a consistent source of income. I guess it'll be possible to do that via trading as the world develops, but I don't really have the patience for that, so otherwise I would default to quests/Town Contracts, I think. But uh, since those aren't really available to me, I guess I have to explore the ruins/cave/get into fights? Have not had too much success in the random encounters department, since I've won one combat so far and had to flee and gotten wiped in about 5 others so far. Lost to a group of Level 0 Wasps, for instance. ;-; The only way I've gotten a decent amount of gold is through getting lucky with the obelisk wealth event (how do obelisk events work by the way? is it an RNG roll for whichever choice you choose, or dependent on certain character/party traits?). I'm also curious on how best to maintain high mood outside of relying on getting drunk (think it can result in spending spiral if spamming drinks at tavern for decent mood, then paying for the inn so party doesnt black out at first encounter), because even though moods eventually reset to neutral from a positive or negative mood, players generally want to avoid negative mood as losing initiative seems not good.
picked the beta up because I saw that the prequel was on sale during the Steam Turn-Based RPG Fest and thought that was interesting and wanted to play thru a demo of some kind. Wondering if, since there are six slots in the party and game only starts you out with four, how do we hire new party members? ...would you also be open to have an option to start out with six members at the beginning of game?
I kept track of some of them in my comment: there's also the Arcade Denizen (unlocked after discovering side bets), the ambitious/star swimmer in the Swimming team, and the Swim coach that I've found so far, also the various professors. The Resident Advisor I only found through playing video games with my dormmates and it doesn't look like there's a storyline currently attached to them.
oooh that sounds useful! nice to hear about these updates. For NPC customization, im more thinking of applying say the appearance changing to the randomly generated NPCs, since NPC archetypes can already be customized, but ig that can also be fixed by having more NPCs be added.
Question about some of the current NPCs: is getting with the Awkward Coworker locked behind further quest or scene progression? their lust and romance stats are above halfway rn, but I haven't been getting any prompts to take it further after dates, unlike with the Classroom Admirer. Also, only stumbled into the RA completely by chance while playing games in the lounge, are there plans to open them up to interaction atm?
interested in seeing this develop further, hooked on whats here so far. currently in 0.3.19, what are the NPC archetypes that the PC can interact with? As a male PC, I've found the Best Friend, QuickieBurger Organizer (really want to see the pay off to their questline), Awkward QuickieBurger Coworker, Roommate's Partner, Classroom Admirer, Classroom Harasser, Resident Advisor, and Arcade Denizen, wanna know if there are others I might be missing.
It seems so far that working at Summit Market seems to be an afterthought, with PCs encouraged to work at QuickieBurger, which I'm alright with, altho I thought there might also have been an NPC archetype working there.
Also, any plans to expand NPC customization to allow changing their traits and/or name in mid-game? I'd be a fan of such a feature.